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10% healing recieved is not enough to solve the radiating regeneration stacking issue

  • idk
    idk
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    idk wrote: »
    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

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    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    Are you actually suggesting using the same tactics and logic found in PvP of other games to focus and take out the healer first just might help in ESO PvP?

    But... but what if the healer is sorc though?1!
    We don't need any more... you know repeats Cant use logic in these areas...

    With replies like what you linked, I see your point. Especially since OP has used hypothetical situations that probably rarely, if ever, happen.
    Edited by idk on April 19, 2020 6:31PM
  • D3N7157
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    Yes - Radiating Regeneration needs further adjustment
    Wlnamp wrote: »
    D3N7157 wrote: »
    Wlnamp wrote: »
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.

    When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.

    I think you're exaggerating.
    While you wait until 3 times your hot stuck up, I will make 3 times more heal for instant healing.

    in this game, periodic effects cannot compete with instant ones, both in damage and in healing

    These kinda replies make me think you and many others have never been in a pvp raid in last few patches
    the amount of healing that even 6 players can stack with this one skill is unreal we are talking 5-6k HPS per target
    just from that one skill
  • Wlnamp
    Wlnamp
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    D3N7157 wrote: »
    Wlnamp wrote: »
    D3N7157 wrote: »
    Wlnamp wrote: »
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.

    When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.

    I think you're exaggerating.
    While you wait until 3 times your hot stuck up, I will make 3 times more heal for instant healing.

    in this game, periodic effects cannot compete with instant ones, both in damage and in healing

    These kinda replies make me think you and many others have never been in a pvp raid in last few patches
    the amount of healing that even 6 players can stack with this one skill is unreal we are talking 5-6k HPS per target
    just from that one skill

    So what lol? 6 players with instant healing will do 6 times more healing than your 6 players with hot.
    Everything that works for one works for 6.
    Edited by Wlnamp on April 19, 2020 9:46PM
  • Iskiab
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    No - Radiating Regeneration isn't going to be an issue anymore
    Why when PTS is up do people suddenly come up with weird requests?

    The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.

    I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.

    Self healing is stronger than group healing for the most part. In CP if you’re building right you can get vigor ticks almost as strong as breath of life, two ticks for more.
    Edited by Iskiab on April 19, 2020 9:56PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • TequilaFire
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    No - Radiating Regeneration isn't going to be an issue anymore
    Iskiab wrote: »
    Why when PTS is up do people suddenly come up with weird requests?

    The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.

    I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.

    Self healing is stronger than group healing for the most part. In CP if you’re building right you can get vigor ticks almost as strong as breath of life, two ticks for more.

    Hmm, maybe we spend more time watching in game visuals than crutching our addons.
    Combat trackers are nice but rely on flawed data because of malfunctioning game performance.
  • AMeanOne
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    Iskiab wrote: »
    Why when PTS is up do people suddenly come up with weird requests?

    The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.

    I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.

    Sure, but then can people who think they know so much about the game but constantly get pointed out what they're saying is wrong also be ignored ;)
    Edited by AMeanOne on April 19, 2020 10:29PM
  • Vaoh
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    My thoughts are nothing really matters in a sinking game.
    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    This is the sad truth of eso rn.

    With that said, it did used to be a fantastic game with very smooth combat and amazing PvP.
  • xXMeowMeowXx
    xXMeowMeowXx
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    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

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    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    They don’t want smart PvP they just simplistic COD PvP at this point....

    #BringBackWrobel o:)
    Edited by xXMeowMeowXx on April 19, 2020 11:33PM
  • xXMeowMeowXx
    xXMeowMeowXx
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    ESO PvP use to be engaging but now it is becoming more boring each passing change.

    They never bother tweaking things to keep the games PvP entertaining. Looking at the DOT meta was a prime example.

    *Edited to Be okie*

    #BringWrobelBack <3"
  • Vaoh
    Vaoh
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    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    They don’t want smart PvP they just simplistic COD PvP at this point....

    #BringBackWrobel o:)

    No I wouldn’t say that. Comparing the PvP of any other game to what is currently ESO PvP is basically saying that game is extremely laggy, buggy, and clunky. At least on console it’s like a pre-alpha or Anthem-quality.

    I haven’t played CoD in a few years but back in MW2, BO1, and even Advanced Warfare the gameplay felt very smooth, lagless, and fast-paced. Oh and my buttons work 100% of the time. I was very good and skill played a huge role in the outcome. Plus I had an awesome time with friends.

    ESO used to be the same as these games in that it had incredibly good gameplay with a large PvP population. I’ve never seen a game’s performance sink this way though. Is it typical within the MMO genre?
  • imnottrolling
    imnottrolling
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    No - Radiating Regeneration isn't going to be an issue anymore
    The part about the full magicka comp is just not true and this seems more like a rant/l2p issue
  • Dracane
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    But self heal and damage mitigation on stamina builds is the bigger issue. Not everyone runs in a group.
    I also find radiant regeneration too strong though and its annoying that it goes on another player when I myself need it. So making it only count on yourself solves one part of the cross healing issue, but the individual player will still be unkillable.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
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    Xologamer wrote: »
    it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much

    I am not so good with understanding math besides simple subtraction and summation.
    But from 50% to 60% is 10% or not? If you count 10% as double, then would that not mean that 50% reduction would be 100%? Which it is not, otherwise all healing would be 0 in pvp. While in reality it is just 50%, just like 60% will be 60%, not 70%.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • GetAgrippa
    GetAgrippa
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    No - Radiating Regeneration isn't going to be an issue anymore
    Dracane wrote: »
    Xologamer wrote: »
    it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much

    I am not so good with understanding math besides simple subtraction and summation.
    But from 50% to 60% is 10% or not? If you count 10% as double, then would that not mean that 50% reduction would be 100%? Which it is not, otherwise all healing would be 0 in pvp. While in reality it is just 50%, just like 60% will be 60%, not 70%.

    Let's take a 10k Breath of Life. Fifty percent of 10k in Battle Spirit is 5k. Forty percent of 10k in Battle Spirit is 4k. 4k is 20% less than 5k.
  • Dracane
    Dracane
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    GetAgrippa wrote: »
    Dracane wrote: »
    Xologamer wrote: »
    it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much

    I am not so good with understanding math besides simple subtraction and summation.
    But from 50% to 60% is 10% or not? If you count 10% as double, then would that not mean that 50% reduction would be 100%? Which it is not, otherwise all healing would be 0 in pvp. While in reality it is just 50%, just like 60% will be 60%, not 70%.

    Let's take a 10k Breath of Life. Fifty percent of 10k in Battle Spirit is 5k. Forty percent of 10k in Battle Spirit is 4k. 4k is 20% less than 5k.

    Ahhh. But it is still 60% of 10k.
    Thank you for explaining it though. I thought it had something to do with the Quick Recovery CP or mending.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Iskiab
    Iskiab
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    No - Radiating Regeneration isn't going to be an issue anymore
    Iskiab wrote: »
    Why when PTS is up do people suddenly come up with weird requests?

    The time for suggestions was maybe a month or two ago. It’s like no one’s ever heard of a development cycle.

    I also think in regards to healing people from consoles should be ignored. No offense, but no one seems to use ACT... come to think of it, even on PC most people don’t. Perceptions are so out of touch with what’s really going on in the game.

    Self healing is stronger than group healing for the most part. In CP if you’re building right you can get vigor ticks almost as strong as breath of life, two ticks for more.

    Hmm, maybe we spend more time watching in game visuals than crutching our addons.
    Combat trackers are nice but rely on flawed data because of malfunctioning game performance.

    It’s just how the in game addon looks.

    I’ve been on both sides of it; healed and a damage dealer with a healer in the BG.

    When you heal others you see all the times you save them from dying. When you have a healer on your team it feels more like you aren’t taking damage and push harder. Just using in game play will miss the big picture.

    Especially if you use a lot of hots it ends up feeling like tankiness, but you’re still taking damage you’re just healing yourself for most/all of the damage taken. I only use a defensive set as a templar and go max stats on my other character just relying on strong self healing.

    Next time you’re in a sweaty BG look at the damage and healing totals. A healer will heal for maybe 800k-1.5 million, and all the damage dealers will deal from 1-2 million.

    When 4 players are doing combined 5 million damage and 1 healer heals for one million, but the game goes to full time, do you really think radiating regen is the issue? The difference between the total damage done and healing is all self healing, especially when the average health is 20-25k in BGs. It’s not mitigation nor blocking, those reduce damage done so are already shown in the totals.

    Go to CP pvp and it gets even more ridiculous. You can get 5-6k vigor crits (even with battle spirit).
    Edited by Iskiab on April 20, 2020 3:25AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • LadyNalcarya
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    Well if the people are healing too much in pvp, then they should adjust healing received from other players in pvp zones rather than nerfing the ability. Because pve healing is also a thing.
    Edited by LadyNalcarya on April 20, 2020 5:22AM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Sneaky-Snurr
    Sneaky-Snurr
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    Well if the people are healing too much in pvp, then they should adjust healing received from other players in pvp zones rather than nerfing the ability. Because pve healing is also a thing.
    @LadyNalcarya
    Completely agree. I've suggested the same thing in my thread: https://forums.elderscrollsonline.com/en/discussion/521939/so-is-everyone-going-to-ignore-battle-spirit-changes-which-is-uncalled-for/p1

    Reduced healing from allies in PvP is a very safe and effective adjustment as it doesn't touch PvE at all. Also, I'd like to ask for your favour to post your comments and thoughts on it in my thread if it's not too troublesome for you so we can bring it to the dev's attention. Thanking you in advance. :)
    The Order of the Shadows: Nightmare
      EP CP810 Nightblade
      AD CP810 Templar
      AD CP810 Dragon Knight
      AD Lvl 25 Sorceror
      DC Lvl 23 Nightblade
    {PC•NA•no-CP Ravenwatch}

    Shadow hide you. -Unknown
    There is no clean fight in a war. -Shun Izaki
  • Czekoludek
    Czekoludek
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    So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?
  • Dracane
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    Czekoludek wrote: »
    So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?

    I believe it is either ignorance or a tactic to blind the devs. Of course Vigor is a major issue and yes, also magicka builds can have immense self heal. Self heal; that is the issue. Cross healing is another, but self healing together with the damage mitigation we can have right now is the absolute fundamental issue.

    It is a priority and then they need to look at cross healing.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Luckylancer
    Luckylancer
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    No - Radiating Regeneration isn't going to be an issue anymore
    Op thinks mag chracters are stronger than stams. Thats why it is ok for him to nerf repid regen even more after making it self only.

    Dont listen to op. He is biased or he is not qualified enough to give opinion in the topic.
  • Qbiken
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    No - Radiating Regeneration isn't going to be an issue anymore
    Dracane wrote: »
    Czekoludek wrote: »
    So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?

    I believe it is either ignorance or a tactic to blind the devs. Of course Vigor is a major issue and yes, also magicka builds can have immense self heal. Self heal; that is the issue. Cross healing is another, but self healing together with the damage mitigation we can have right now is the absolute fundamental issue.

    It is a priority and then they need to look at cross healing.

    Healing isn´t an issue as long as mitigation and max HP can remain reletivily low. A better approach from ZOS instead of going with a 20% healing nerf, would´ve been to adjust the amount of %-based mitigation certain things can offer.

    * Sets like impregnable and pariah are severely unbalanced in terms of how much defensive stats they offer. Like, where is my offensive version of impregnable that offers unconditional 30% increased critical damage as a 5 piece? ^^

    * Healing can remain strong if HP can remain somwhat low: Me and several others have suggested to add a debuff within battlespirit that adds diminishing returns on all HP above 25k. "For every 5k HP above 25k, it´s effectiveness gets reduced by 50%". I personally would also like to see all heals that scales of max HP to be removed or reworked (ww heal, artic blast/polar wind etc..)
    If someone can be brought into execute range (most people can be brought into execute if sitting at around 25k HP, but it will be alot harder if they´re at 35k+), but be allowed to have strong selfhealing, we´ve a much more healthier PvP.
  • Dracane
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    Qbiken wrote: »
    Dracane wrote: »
    Czekoludek wrote: »
    So healing which required healing staff needs to be reduced but vigor available for all stam builds shouldn't be nerfed? Do we play another game? Last time when i checked pvp stam was pretty much stronger then magicka and you want to shift powet towards stam even further?

    I believe it is either ignorance or a tactic to blind the devs. Of course Vigor is a major issue and yes, also magicka builds can have immense self heal. Self heal; that is the issue. Cross healing is another, but self healing together with the damage mitigation we can have right now is the absolute fundamental issue.

    It is a priority and then they need to look at cross healing.

    Healing isn´t an issue as long as mitigation and max HP can remain reletivily low. A better approach from ZOS instead of going with a 20% healing nerf, would´ve been to adjust the amount of %-based mitigation certain things can offer.

    * Sets like impregnable and pariah are severely unbalanced in terms of how much defensive stats they offer. Like, where is my offensive version of impregnable that offers unconditional 30% increased critical damage as a 5 piece? ^^

    * Healing can remain strong if HP can remain somwhat low: Me and several others have suggested to add a debuff within battlespirit that adds diminishing returns on all HP above 25k. "For every 5k HP above 25k, it´s effectiveness gets reduced by 50%". I personally would also like to see all heals that scales of max HP to be removed or reworked (ww heal, artic blast/polar wind etc..)
    If someone can be brought into execute range (most people can be brought into execute if sitting at around 25k HP, but it will be alot harder if they´re at 35k+), but be allowed to have strong selfhealing, we´ve a much more healthier PvP.

    It is rare I see someone with 35k health. Most people are somewhere between 23k and 29k and even they are indomitable thanks to mititgation and strong healing.

    If you don't one shot or squad them, there is nothing to be done.
    And on the other side, even someone with 35k health and without lots of mitigation can be brought down easier than someone with 25k health and high mititgation. If health is an issue, why not remove the 5k health from battlespirit alltogether?
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Qbiken
    Qbiken
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    No - Radiating Regeneration isn't going to be an issue anymore
    Derra wrote: »
    The healing changes brought up by @ZOS_BrianWheeler in the combat and ability category is a perfect reason to reply to this topic again.

    Please read the original topic and realize that you´re doing it once again.

    Healing is not overperforming across the board.

    Stamden, Warden and Stamdk healing on high weapondmg (or HP in case of warden) builds is too high.
    Twilight matriarch healing is too high.
    All crosshealing is too high.

    Healing on a Stamblade or a magDK (defensive healing) in offensive setups - especially in noCP? Hardly worth mentioning and definetly not overperforming.

    Across the board healing reduction of 20% (that´s what it is - going from 50% to 40% healing done is a 20% redduction of healing values you see right now on live) will break a lot of builds and classes outright - because healing is not unviversially overperforming (and the ramifications on noCP are actually horrible - and i don´t even play that gamemode).

    I´ll also take my time to quote what Derra wrote in Another thread regarding the healing changes because he managed to word it very nicely.
  • ThePedge
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    Yes - Radiating Regeneration needs further adjustment
    Will do nothing except harm solo and small-scale players. If you've got a 10 man zerg with a dedicated healer it's still enough to heal anyone 1% to 100%

    But little Jimmy trying to solo is going to have a 20% weaker Vigor (compared to current healing value).
    Edited by ThePedge on April 20, 2020 8:30AM
  • Berenhir
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    Yes - Radiating Regeneration needs further adjustment
    The recent healing adjustments have created a huge imbalance in PvP as was already foreseen by everyone who knows how the game mechanics interact with each other in large scale PvP.

    Originally the three possible healing variants - Hots / AoE Hots / Direct Heals had a mechanical drawback associated with each of them.

    Multi-Target hots either were based on damage done (like funnel health) and/or would not stack (like old mutagen). So their healing potential was limited to exactly one hot active of each type.

    AoE hots were very potent but also relatively short lived or only covered a small area to make up for their power. The most efficient of the AoE heals was healing springs which could be stacked three times on top of each other (3s duration). This however had two mechanical downsides to it.
    To receive maximum healing, you had to stand in the whole spring stack, meaning you had to move in a tight ball and with equal speed, making you vulnerable to negates (which the healers had to move out of to heal inside again or - at the beginning - couldn't heal into at all like today). It also meant that the moment one of the healers would recast a buff or be stunned, the group would lose 33% of his healing per second. So disturbing the movement flow of an organized group was very effective, as when their healers didn't react correctly and quickly, they would be overrun within a few seconds. Also, isolating enemy players from their group and killing them was much easier, as the AOE based healing couldn't be distributed to the back when the actual group itself was under heavy pressure.

    This stack-focused gameplay demanded proper movement but also narrowed the healers down to pure spring spamming.

    However, when they introduced earthgore, they basically destroyed the system mentioned above (without noticing it).
    Earthgore made it already ridiculuous easy to keep your group alive as the healers didn't have to do anything when attacked anymore but just had to wait for their team to drop low to get an earthgore proc, basically negating the enemy's offensive move completely. This issue persists until today, as earthgore is a free group saver which especially the better groups can make use of as the lesser players die like flies anyway once attacked properly.

    Naturally, spring spamming became way too strong as you could heal into negates after moving out again and negates were deleted by earthgore just randomly.
    So instead of tackling the underlying issue, ZOS decided to do the biggest shift in group healing techniques in the history of the game by nerfing healing springs to not be stackable anymore but just a big AOE hot. At the same time they buffed DoTs, and alongside of it (to compensate for the Dots) they buffed multi target hots and made them stackable.

    This lead to the situation we face today with radiating regeneration (RR) being the absolute go-to heal (as they didn't nerf Hots again when they nerfed Dots). Let's take a 12 man group for the sake of it. You can buff the whole group with radiating regeneration within 4 seconds (3 per cast/10 second duration), meaning every healer has 6 seconds of "free time" to do whatever he likes. Even if he get's attacked during that time, negated, stuck in the back, healing will continue on him and on those he healed all the time. He can purge, buff, sit in a stun, lost as the group already moved away - healing will continue no matter what.
    One single group member in the back stopped by timestop and ultidropped by 10 people? Even if (big IF) that would drop the group member having up to 7 RR stacks on him to a low health threshold, earthgore will proc on him in conjunction with curse eater, breaking him free by purge. No-brain gameplay.

    A blanket nerf to healing received will not help with these issues, as it will just nerf healing below the "survival" threshold for those who had a balanced amount of healing and not be enough to nerf the healing stacks ZOS enabled themselves by Hot stacking.

    ZOS disabled counterplay against organized groups by giving them free, stackable, undeterrable healing. The fact this goes hand in hand with having a magicka based raid, using the front bar to pop Harmony-enhanced synergies and the back bar to cast RR permanently with maelstrom staves giving even more regen, is just icing on the big cake of failed design.

    Cheers

    Berenhir
    Retaliation Officer and Raid Designer

    For reference: Killing 1k players with just one wipe in 3h on PC EU


    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • D3N7157
    D3N7157
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    Yes - Radiating Regeneration needs further adjustment
    Thank you for your detailed post Berenhir you explained the exact issues that I am campaigning against in going to link a short clip of me and my friends running a smaller 6 man Magicka group in which we all also stack radiating regeneration because of how powerful it is and it’s definitely the most efficient way to play right now, healing with 6 constantly stacked regens makes it almost impossible to die. People who call bias on this poll either have no idea how raiding works or just don’t want their crutch removed.
    https://youtu.be/QbOuO1J7gDY
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    Another clip same issue this time half the group size and only thing keeping us going is the overpowered radiating regen stacking

    https://youtu.be/T-PL5Gu0YTs
  • Czekoludek
    Czekoludek
    ✭✭✭✭✭
    D3N7157 wrote: »
    Thank you for your detailed post Berenhir you explained the exact issues that I am campaigning against in going to link a short clip of me and my friends running a smaller 6 man Magicka group in which we all also stack radiating regeneration because of how powerful it is and it’s definitely the most efficient way to play right now, healing with 6 constantly stacked regens makes it almost impossible to die. People who call bias on this poll either have no idea how raiding works or just don’t want their crutch removed.
    https://youtu.be/QbOuO1J7gDY

    TBH problem is not regeneration skill but healing overall. They buffed all sources of healing in Scalebreaker so it could match up the increased dot damage but didn't nerf it when dots got the nerfhammer. So now we have pvp full of immortal characters. Nerfing only rapid would put mag in disadvantage compared to stams
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    Czekoludek wrote: »
    D3N7157 wrote: »
    Thank you for your detailed post Berenhir you explained the exact issues that I am campaigning against in going to link a short clip of me and my friends running a smaller 6 man Magicka group in which we all also stack radiating regeneration because of how powerful it is and it’s definitely the most efficient way to play right now, healing with 6 constantly stacked regens makes it almost impossible to die. People who call bias on this poll either have no idea how raiding works or just don’t want their crutch removed.
    https://youtu.be/QbOuO1J7gDY

    TBH problem is not regeneration skill but healing overall. They buffed all sources of healing in Scalebreaker so it could match up the increased dot damage but didn't nerf it when dots got the nerfhammer. So now we have pvp full of immortal characters. Nerfing only rapid would put mag in disadvantage compared to stams

    Issue is when you don’t have a harmony group up and you still want to kill zergs with a group of 3-6 players if you encounter a big zerg let’s say 20+ people and even just half of them is using mutagen it’s going to be hard to burst anybody down while getting swarmed only way is to wait for full ult push, the stam players have almost zero cross healing at the moment they aren’t the problem, Magicka is the problem. Having a guaranteed rapid regen as a self heal only and nerfing radiating regen to the ground wouldn’t put Magicka at disadvantage it would put zergs at disadvantage

    Sorry to break this to everybody Magicka cross healing is out of control.
    Edited by D3N7157 on April 20, 2020 9:19AM
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